| Commit message (Collapse) | Author | Age |
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Move LuaEntitySAO to a new dedicated file
Drop TestSAO (useless object)
Drop the old static startup initialized SAO factory, which was pretty useless.
This factory was using a std::map for 2 elements, now just use a simple condition owned by ServerEnvironment, which will be lightweight, that will also drop a one time useful test on each LuaEntitySAO creation. This should reduce server load on massive SAO creation
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Move serverobject.{cpp,h} to server/serveractiveobject.{cpp,h}
Move UnitSAO class to dedicated files
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Hide some unnecessarily verbose ones behind --trace or disable them entirely.
Remove duplicate ones. Improve their contents in some places.
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Update the profiler names to make more sense of what they actually represent
Move the profiler code from header to its source file
Use monospace font to align lines
Format the statistics line to align better with surrounding values
Refresh the profiler each 3 seconds (roughly)
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* Add an activeobject manager to hold active objects
* Add unittests
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* CSM/SSM: Add on_mods_loaded callback
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Replaces mods and texture pack tabs with a single content tab
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* Bugfix
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* Add IrrLicht type aliases
* Add hash for IrrLicht vector
* Add object map
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* Print the mod loading time
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* Server: delegate mod management & config to ServerModConfiguration (rename it to ServerModManager)
* Use c++11 range based loops
* Add unittests + experimental/default mod as a test case to permit testing mod loading in future tests
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